using Content.Shared.Damage;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Weather;
using Content.Shared.Whitelist;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.DeltaV.Weather;
///
/// Handles weather damage for exposed entities.
///
public sealed partial class WeatherEffectsSystem : EntitySystem
{
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
[Dependency] private readonly SharedWeatherSystem _weather = default!;
private EntityQuery _gridQuery;
public override void Initialize()
{
base.Initialize();
_gridQuery = GetEntityQuery();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var now = _timing.CurTime;
var query = EntityQueryEnumerator();
while (query.MoveNext(out var map, out var weather))
{
if (now < weather.NextUpdate)
continue;
weather.NextUpdate = now + weather.UpdateDelay;
foreach (var (id, data) in weather.Weather)
{
// start and end do no damage
if (data.State != WeatherState.Running)
continue;
UpdateDamage(map, id);
}
}
}
private void UpdateDamage(EntityUid map, ProtoId id)
{
var weather = _proto.Index(id);
if (weather.Damage is not {} damage)
return;
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var mob, out var xform))
{
// don't give dead bodies 10000 burn, that's not fun for anyone
if (xform.MapUid != map || mob.CurrentState == MobState.Dead)
continue;
// if not in space, check for being indoors
if (xform.GridUid is {} gridUid && _gridQuery.TryComp(gridUid, out var grid))
{
var tile = _map.GetTileRef((gridUid, grid), xform.Coordinates);
if (!_weather.CanWeatherAffect(gridUid, grid, tile))
continue;
}
if (_whitelist.IsBlacklistFailOrNull(weather.DamageBlacklist, uid))
_damageable.TryChangeDamage(uid, damage, interruptsDoAfters: false);
}
}
}